[Patch 4.1] Season 4 Start General Discussion - Page 14
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Kyrie
1594 Posts
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Zess
Adun Toridas!9144 Posts
Riot doesn't want the game to be decided by strategic out-of-game choices, i.e. drafting and now hidden summoners. (Not a troll, actually said by Morello). I suspect that's one of the reasons for free wards early, so that you can have safe and stable lvl 1, and also get free vision on enemy movement to counteract 2v1 Basically instead of diversity and volatility they want a "stable" game that isn't actually stable | ||
wei2coolman
United States60033 Posts
On January 16 2014 03:55 xes wrote: That's toxic and anti fun. (/joke) Riot doesn't want the game to be decided by strategic out-of-game choices, i.e. drafting and now hidden summoners. (Not a troll, actually said by Morello). I suspect that's one of the reasons for free wards early, so that you can have safe and stable lvl 1, and also get free vision on enemy movement to counteract 2v1 Basically instead of diversity and volatility they want a "stable" game that isn't actually stable Funny enough. 2v1 stabilizes the game outcome better. Prevents 2 volatile lane match ups, it equals out side lane problems. | ||
JimmiC
Canada22817 Posts
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Nos-
Canada12016 Posts
On January 16 2014 03:50 Ketara wrote: You know how I'd like them to reduce level 1 vision? I'd like it if the enemy teams summoner spells didn't come up in the loading screen. That'd be awesome. I don't get it | ||
LaNague
Germany9118 Posts
On January 16 2014 04:09 JimmiC wrote: To people who have played the new patch? Outside of the regen in the jungle anything super noticeable? Shyv players notice big drop? How how about anivia players notice big improvement? Any other observations for us guys stuck at work but curious! i saw some more skillshots from bushes actually. | ||
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TheYango
United States47024 Posts
On January 16 2014 03:55 xes wrote: Basically instead of diversity and volatility they want a "stable" game that isn't actually stable In which case frequent patching is probably a bigger destabilizing factor than anything else. | ||
Lord Tolkien
United States12083 Posts
On January 16 2014 04:19 TheYango wrote: In which case frequent patching is probably a bigger destabilizing factor than anything else. Patching cycles aren't as frequent as they were, back during 2-week patching/champion release cycles, while current changes have generally been even-handed. The big changes every year, tho. | ||
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TheYango
United States47024 Posts
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Slayer91
Ireland23335 Posts
I'm finding more and more and more I have less things that are "must ban" with every patch, even if theres always something thats FOTM | ||
Ketara
United States15065 Posts
On January 16 2014 03:51 Lord Tolkien wrote: But what exactly does that change besides hitting tab right after you load? If you had to actually see a champion on the minimap before you knew their summoners like you do for their items, it'd put more weight on level 1 scouting, and make it easier to do cheesy strategies like that 4 man mid rush that we saw in whatever Korean tournament it was. | ||
Lord Tolkien
United States12083 Posts
On January 16 2014 04:24 TheYango wrote: Yeah i know that. My point is that if stability is their aim, then 6 month patch cycles are going to give you a much more stable game than patching every month. That doesn't mean the game is going to be better just because it's "stable". i agree Regarding early vision: you could reduce the duration of the trinket ward to make it a tactical choice early on, for warding off jungle invades and what not. Currently, though, perhaps reducing the trinket ward to a 30s duration levels 1-6s, and 75s from 6-9, and 120s from 9 onwards may be an acceptable duration. Don't entirely buy it, but it's possible. On January 16 2014 04:33 Ketara wrote: If you had to actually see a champion on the minimap before you knew their summoners like you do for their items, it'd put more weight on level 1 scouting, and make it easier to do cheesy strategies like that 4 man mid rush that we saw in whatever Korean tournament it was. Oh, the APAM strat. I don't think opening up the room for cheese makes for a fun experience lol. | ||
Ketara
United States15065 Posts
Then they never did that. Kinda awkward. | ||
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cLutZ
United States19573 Posts
1. Do you want smart drafting, outlaning your opponents, then making good objective calls and teamfights to win games. OR 2. Do you want fog of war and calculated, but still essentially random choices to determine games. And the answer might not be the same for spectators and players, but #2. is certainly ass for players. | ||
Lord Tolkien
United States12083 Posts
On January 16 2014 04:37 Ketara wrote: I was under the impression that they were going to make jungle camps spawn at 1:30 instead of 1:55, basically accelerating the game by 25 seconds. This would have reduced level 1 vision because trinkets aren't usable till 1:30. Then they never did that. Kinda awkward. They were also going to do the dominion start and prevent early movement into a giant initial homeguard effect to allow players to all load up. | ||
Alzadar
Canada5009 Posts
On January 16 2014 04:33 Ketara wrote: If you had to actually see a champion on the minimap before you knew their summoners like you do for their items, it'd put more weight on level 1 scouting, and make it easier to do cheesy strategies like that 4 man mid rush that we saw in whatever Korean tournament it was. What summoners did they use in that? I don't really see what kind of secret summoner spells strategies you could have. 6/10 summoners are basically locked in stone and the other 4 are pretty predictably 1 Barrier/Cleanse, 1-3 Ignite, 0-1 Exhaust and 0-2 Teleport. On January 16 2014 04:35 Lord Tolkien wrote: i agree Regarding early vision: you could reduce the duration of the trinket ward to make it a tactical choice early on, for warding off jungle invades and what not. Currently, though, perhaps reducing the trinket ward to a 30s duration levels 1-6s, and 75s from 6-9, and 120s from 9 onwards may be an acceptable duration. Don't entirely buy it, but it's possible. Oh, the APAM strat. I don't think opening up the room for cheese makes for a fun experience lol. Maybe not for the receiving players but cheese is great fun for the perpetrators as well as for spectators, so long as it is relatively uncommon (cheese in 80% of games sucks to watch but cheese in 10% of games is exciting). | ||
Lord Tolkien
United States12083 Posts
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TheYango
United States47024 Posts
On January 16 2014 04:37 cLutZ wrote: 1. Do you want smart drafting, outlaning your opponents, then making good objective calls and teamfights to win games. OR 2. Do you want fog of war and calculated, but still essentially random choices to determine games. The way you present this dichotomy is so biased that it's absurd. | ||
Ketara
United States15065 Posts
On January 16 2014 04:35 Lord Tolkien wrote: i agree Regarding early vision: you could reduce the duration of the trinket ward to make it a tactical choice early on, for warding off jungle invades and what not. Currently, though, perhaps reducing the trinket ward to a 30s duration levels 1-6s, and 75s from 6-9, and 120s from 9 onwards may be an acceptable duration. Don't entirely buy it, but it's possible. Oh, the APAM strat. I don't think opening up the room for cheese makes for a fun experience lol. Go watch the 4 mid game and tell me it's not one of the most awesome games ever. I'm sure it's on youtube somewhere. Somebody help me find it! | ||
Slayer91
Ireland23335 Posts
On January 16 2014 04:54 TheYango wrote: The way you present this dichotomy is so biased that it's absurd. standard "false dichotomy" logical fallacy | ||
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